Yes, I somewhat agree. It always worked like that that much I've always been aware of. I only find it strange that the positive secondary-effects not being trigger-able by the same player doesn't apply here, while it does in almost every other similar instance. Anyway, not a problem until someone ever finds a way to abuse it, I suppose.
In SP, Savage Curse + Impenetrable Nimbus = No more natural resistances like Amorphous Body or Only Bones I'll admit it's highly situational, but it was the only way I could kill one of the skeletons in Temple of Scales earlier this evening. My nimbus'd stab elf just laughed as the skeleton savagely divested himself of his invulnerability to my weapon. I suppose Toughness would work too. I mean, if he wasn't an elf.
Yeah, I even use Savage Curse without nimbus all the time in SP Firestorm farming / Loot Fairy hunting to remove Resistant Hides from Festering Zombies when I can't be bothered to pack any armor removal (which is almost all the time). I just march a merry victim in harm's way to let the zombie strip (ewww!)
So this is a weird one, and I found it entirely by accident. Defensiveness + Demonic Revenge = So, that damage is not quite unpreventable...
Great find! Yeah it is a weird one, but an interesting one indeed. As an afterthought, it looks only natural that things might go that way (Demonic Revenge is a Magic card, after all). Although I wouldn't ever have thought this combination of effects could have happened. Theoretically, the same scenario should happen when triggering the secondary effect of handicap cards like Unstable Bolt, Arcane Feedback and Demonic Miasma.
Still, its a bit weird that a caster could mess the demonic revenge up, the name implies that the damage is unavoidable, inflicted by outside forces. Loose lore wont keep me from taking this out for a ride in mp, though.
Untrained Piety is a solid 3 trait choice for a puppeteer priest or even one who hangs around at the front a bit, i see it every now and then and ran it in the past.
That's what I use on my support priest. It works great, Defensiveness doesn't come up all too often, given you only have 1 copy in the deck, and even when it does it only lasts a couple turns and on a support character who usually stays in the back is rarely too big of an issue.
As pointed out by @Sir Veza in another thread: Slowed + any movement-boosting card (Quickness Aura, Energizing Move, etc) = turns Slowed from an annoyance into a fully fledged move card
I just cast Path Of Knives over an opponent who was wearing a Sparkling Cloth Armor in Quick Draw. Then I applied some damage and watched how he jumped back and forth before realising to stay put. It was quite hilarious!
Be careful. Casting Path Of Knives on someone with Sparkling Cloth Armor can get you killed if they have the right deck.
Talking about card synergies once you are hit with Path Of Knives: Say you got Jump Back in your build - You will have to spend Jump Back, cleanse the Path of Knives or accept the new price tag of up to 4 damage for a sucessful evasion. It is likely that they will throw any red card they got at you - even a misguided heal or bad luck can trigger the jump. Jump Back also has a mild synergy with Slowed, Heavy Armor, Ill-Fitting Armor, Soothing Darkness and Demonic Miasma, they encumber 1, and moving back only 1 instead of 2 can be desireable to maintain step and stabbing range. EDIT: Jump Back also has a weird interaction with hypnobeacon that is not totally intuitive in my books. Its "jump anywhere" as i experienced it, even 2 squares sideways while facing remains forward.
Your own Barge + your enemies Sparkling Cloth Armor. If you hit an enemy with barge, the damage lets him move immediately. Once hes done, you may move him right back with the effect of barge. In a stroke of pure luck, i just killed a full health dwarf wizard that had a sparkling hidden - opening with a savaged cursed barge followed by a pulverizing blugeon. This might be opportunity to mention other stuff that can be done with barge - you can turn enemies on the spot, say a character that has only Lifesaving Block or Bloodied Block in hand - or any block you want to trigger, but it fails on that barge. Thats your chance to get the next attack in as well.
Though the process is far less relevant in a defensive non-melee context. You wanted to control, you get to control. Sparkling as offensive asset fails to provide a counter to it, allows to maintain the overall distance at most. You can take away that a gust or wind makes a good test for sparkling cloth armor if you got a warrior closing in.
I used this a couple days ago. I used Gusts Of War (buffed by Savage Curse iirc), the opponent had Sparkling Cloth Armor and backed away, which let me move him further where my warrior was for the finishing blow.